Left 4 Dead 2

Left 4 Dead 2

[V-Script] ShouldAllowSpecialsWithTank Fix
36 Comments
Phoenix Nebula 15 Jul @ 8:09pm 
Genuinely despised the difficulty this addon brought to my L4D2 playthroughs, would never use it again....IN A GOOD WAY OF COURSE >:3

This mod pack called terror strike zero had this as part of their addons and (with a certain weapon NERF mod), made it an actual challenge to take down a tank while also dodging spitter goo and hunters pouncing a gazillion feet in the air. Although I would not use this ever again to avoid smashing my own keyboard, I actually enjoyed the challenge this addon brought. Thank you!
gloom  [author] 29 May @ 9:22am 
@SleepyNotDead My script enables a setting that's in the game that allows specials to spawn when a Tank is in play as in alive. However, if you enable this setting as is, the specials will spawn based on their respawn timer rather the Director's tempo. The tempo matters as it gives you that downtime of nothing happening after a big fight.

So, I've made a loophole that the setting only turns on when a Tank spawns and it will disable when all Tanks are dead so you don't get specials harassing you during that downtime. I've also made so commons can help out the Tank as well but there's a cfg in the ems folder if you want that off.
SleepyNotDead 29 May @ 2:18am 
Im very confused by what this does.
gloom  [author] 17 Apr @ 5:26am 
@Pluvillion I put out a quick hotfix. It should actually work now.
gloom  [author] 17 Apr @ 4:42am 
@Pluvillion okay, it's probably Vslib being cringe again. ill do a hot-fix today
Pluvillion 17 Apr @ 3:10am 
I just tried playing a campaign and the mod isn't making any folder in the ems folder. I deleted the cfg file first because I know the mod will make a new one with the added param, then deleted the folder second (did it without reading the patch notes, my bad), but so far nothing's popped up.
Pluvillion 16 Apr @ 7:59am 
Bless you!
gloom  [author] 14 Apr @ 8:44am 
Alright. I added the option, let me know if it works out for ya.
Pluvillion 12 Apr @ 4:32am 
You did tell us to let you know if you want us to have the option to turn it off. It's been a while since I last played a custom campaign anyways. It's nice to have a little bit of something new but it gets overbearing sometimes haha. Will be waiting patiently for that patch.
gloom  [author] 11 Apr @ 8:25am 
@Pluvillion Alright, I think maybe a option that I could do to fix that is have an option for you to disable horde spawning *with Tank so you can get through custom campaigns. I probably should've seen this coming but I tested this mod for official ones. I'll see I can release a quick patch on Saturday or Sunday.
Pluvillion 11 Apr @ 8:20am 
Hordes with a Tank is fine in official campaigns but it's an absolute slogfest on custom campaigns that love spawning them for no reason. I just played three customs that did nothing but spawn Tanks and I might've restarted more than thrice because those tanks were designed with the "don't kill it - run to the saferoom" rule, but I couldn't progress properly due to the commons spawning in bulk (in front and behind the team). Probably not that much of a problem on Normal but it becomes detrimental on Expert because they always spawn in places where they normally shouldn't.

Mod works fine in any other place.
gloom  [author] 9 Apr @ 8:03pm 
@kamikaze sad boy it shouldn't conflict with any of those. my script only activates specials spawning with tank when it spawns. it could be the tank itself. RNG models can be crash-happy depending what you'd use. L4D2 has a hidden 4GB RAM limit and RNG models can exceed to it. I recommend trying without the RNG models for the Tank and see if it still happens.
kamikaze sad boy 9 Apr @ 10:21am 
for tank i use RNG models , AI mod and new animations , don`t know which one conflicts since game doesn`t show it :servbotdazed:
kamikaze sad boy 9 Apr @ 10:17am 
maybe it doesn`t obviously conflicts with other mod but when i turned it off everything became fine :zomshaka:
gloom  [author] 8 Apr @ 11:31pm 
@kamikaze sad boy you sure its not another mod that could be causing it? my mod only changes the value of one cvar. it shouldnt be crashing anyone's game.
kamikaze sad boy 8 Apr @ 11:18pm 
this mod now crush my game in almost every tank fight don`t know why :steamsad:
CTRL 31 Jan @ 2:45pm 
i been lookin for this thanks mate
gloom  [author] 23 Nov, 2024 @ 1:58pm 
@Sisyphean Noted.
Taut 23 Nov, 2024 @ 1:45pm 
I noticed you forgot to change the `DirectorOptions.ShouldAllowSpecialsWithTank` variable to `DirectorScript.MapScript.ChallengeScript.DirectorOptions["ShouldAllowSpecialsWithTank"]` in the `director_base_addon.nut` file for debug messages. This causes an index error because the `DirectorOptions.ShouldAllowSpecialsWithTank` variable no longer exists.

By the way, I also recommend changing the `DirectorOptions.ShouldAllowMobsWithTank` variable to `DirectorScript.MapScript.ChallengeScript.DirectorOptions["ShouldAllowMobsWithTank"]` so it has priority over the other tables.
gloom  [author] 22 Nov, 2024 @ 11:23pm 
@诚宝 You're welcome
诚宝 22 Nov, 2024 @ 11:21pm 
Thank you for all of this:nekoheart:
gloom  [author] 22 Nov, 2024 @ 10:00pm 
@诚宝 From my testing, the Tank is gonna spawn during the BUILD_UP phase. When you're fighting the Tank and Specials, you will be in the PEAK_FADE phase which doesn't end till Tank dies. Once the Tank dies, RELAX stage starts. While yes, it's possible that they will respawn by timer during RELAX stage if you're somehow fighting the Tank during that phase, but most often you'll be fighting in PEAK stage.
It's not something I can fix since this is VALVE's fault. This is the best I could do with what I got.
诚宝 22 Nov, 2024 @ 8:58pm 
You didn't understand what I wanted to ask. What I'm saying is that during the survival period of the tank, since you have enabled ShouldAllowSpecialsWithTank during this period, will special infected individuals still ignore the relaxation phase and refresh according to the timer?:chocola:
gloom  [author] 22 Nov, 2024 @ 8:20pm 
@诚宝 nop, what the code does is it will check when the tank spawns and it will turn the value on. once it dies, it turns right back off. i made a check that this script does not activate during finales because of potential conflict in modded maps or the like.
诚宝 22 Nov, 2024 @ 7:59pm 
Hello, I just looked at your code. Writing it this way won't cause special infected individuals to still refresh according to the timer even after the tank appears?:shiro:
Pretty Riki 21 Nov, 2024 @ 11:40am 
Great,I'm eternally grateful,now i have a fine cherry on top of my addons:steamhappy:
gloom  [author] 21 Nov, 2024 @ 11:22am 
Made the thumbnail fancier. Hopefully this should be the last update as there's not much else to do. Let me know if yall got any more suggestions.
gloom  [author] 21 Nov, 2024 @ 8:31am 
I'll incorporate the commons supporting the Tank with this mod instead of being separate. Tank could use any help it can get.
Pretty Riki 20 Nov, 2024 @ 11:31pm 
What should've been from the start,given the intro of L4D1,is a tank with commons.Pls,make it happen,cause so far,with those specials alongside tank,oh man.Just need a final touch with CI.Since it was uploaded in 4th November it's been almost a month,not many people know nor like this idea,(given subscriptions)but it brings much fun.Hoping to get a touch of next one and not waiting a decade)
gloom  [author] 18 Nov, 2024 @ 12:22am 
@Kaiser Adradum The reason I haven't made the common infected version because you can actually make your own very easily. But, I'll make it at some point since I think explaining it might be difficult.
Kaiser Adradum 12 Nov, 2024 @ 11:59am 
common spawn version?
Pluvillion 5 Nov, 2024 @ 1:38am 
Another mod that'll be in my modlist forever. Thank you.
gloom  [author] 3 Nov, 2024 @ 5:47pm 
i changed the title. i feel the previous one was kinda misleading in a way
unless someone has a better suggestion
death to amerikkka 3 Nov, 2024 @ 3:36pm 
thumbnail is peak
Maur0 3 Nov, 2024 @ 2:38pm 
Simulator Versus Mode
gloom  [author] 3 Nov, 2024 @ 2:28pm 
man i suck at making thumbnails and shit. sorry